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use std::{ffi::{ CString}, ptr::{self, addr_of_mut}};
use celeritas::*;
unsafe fn run_game() {
// init
let p: *mut GLFWwindow = ptr::null_mut();
Core_Bringup(p);
let core = get_global_core();
let glfw_window_ptr = Core_GetGlfwWindowPtr(core);
let camera_pos = Vec3 {
x: 0.0,
y: 2.0,
z: -3.0,
};
let camera = Camera_Create(
camera_pos,
vec3_normalise(vec3_negate(camera_pos)),
VEC3_Y,
45.0,
);
SetCamera(camera);
let whatever = Vec3 {
x: 1.0,
y: 1.0,
z: 1.0,
};
let sun = DirectionalLight {
direction: whatever,
ambient: whatever,
diffuse: whatever,
specular: whatever,
};
SetMainLight(sun);
// Geometry cube_geo = Geo_CreateCuboid(f32x3(2.0, 2.0, 2.0));
// Mesh crate_mesh = Mesh_Create(&cube_geo, false); // dont free as we may use later
// TextureHandle albedo_map = TextureLoadFromFile("assets/demo/crate/Wood_Crate_001_basecolor.jpg");
// TextureHandle roughness_map =
// TextureLoadFromFile("assets/demo/crate/Wood_Crate_001_roughness.jpg");
// TextureHandle normal_map = TextureLoadFromFile("assets/demo/crate/Wood_Crate_001_normal.jpg");
// TextureHandle ao_map =
// TextureLoadFromFile("assets/demo/crate/Wood_Crate_001_ambientOcclusion.jpg");
// Material crate_mat = { .name = "Wood_Crate",
// .kind = MAT_PBR,
// .metal_roughness_combined = true,
// .pbr_albedo_map = albedo_map,
// .pbr_metallic_map = roughness_map,
// .pbr_normal_map = normal_map,
// .pbr_ao_map = ao_map };
let mut cube_geo = Geo_CreateCuboid(f32x3 { x: 2.0, y: 2.0, z: 2.0 });
let mut crate_mesh = Mesh_Create(addr_of_mut!(cube_geo), false);
let albedo_map = TextureLoadFromFile(CString::new("assets/demo/crate/Wood_Crate_001_basecolor.jpg").unwrap().as_ptr() as *const i8);
let roughness_map = TextureLoadFromFile(CString::new("assets/demo/crate/Wood_Crate_001_roughness.jpg").unwrap().as_ptr() as *const i8);
let normal_map = TextureLoadFromFile(CString::new("assets/demo/crate/Wood_Crate_001_normal.jpg").unwrap().as_ptr() as *const i8);
let ao_map = TextureLoadFromFile(CString::new("assets/demo/crate/Wood_Crate_001_ambientOcclusion.jpg").unwrap().as_ptr() as *const i8);
let name: [i8; 64] = [0; 64];
let mut crate_mat = Material {
name: name,
kind: 0,
param_albedo: VEC3_ZERO,
param_metallic: 0.0,
param_roughness: 0.0,
param_ao: 0.0,
pbr_albedo_map: albedo_map,
pbr_normal_map: normal_map,
metal_roughness_combined: true,
pbr_metallic_map: TextureHandle { raw: 99999 },
pbr_roughness_map: roughness_map,
pbr_ao_map: ao_map
};
let crate_renderent = RenderEnt {
mesh: addr_of_mut!(crate_mesh),
material: addr_of_mut!(crate_mat),
affine: mat4_ident(),
casts_shadows: true,
};
let mut render_entities: [RenderEnt; 1] = [crate_renderent];
// RenderEnt crate_renderable = {
// .mesh = &crate_mesh, .material = &crate_mat, .affine = mat4_scale(3.0), .casts_shadows = true
// };
// RenderEnt entities[] = { cube_r, crate_renderable };
// size_t entity_count = 1;
// main loop
while !ShouldExit() {
Frame_Begin();
Render_RenderEntities(render_entities.as_mut_ptr(), render_entities.len());
Frame_End();
}
}
fn main() {
println!("Running from Rust!");
unsafe {
run_game();
}
}
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